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Changelogs are removed from the topic(And never notified via the bell icon and e-mails... right?). Most likely we'll see actual update w/ changelogs in Monday.

There're some brand-new commands like touch off projectile (bombs and rockets?), set/get missile target pos etc etc. We still don't know how its like yet though, I'm really looking for the new commands.

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Changelogs are removed from the topic(And never notified via the bell icon and e-mails... right?). Most likely we'll see actual update w/ changelogs in Monday.

There're some brand-new commands like touch off projectile (bombs and rockets?), set/get missile target pos etc etc. We still don't know how its like yet though, I'm really looking for the new commands.

Yeah, it was confusing. I saw ppl talk about new commands on Discord but the changelog didn't mention them.

A command to get the missle target would be awesome. I have already an idea where to use that...tank defenses

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Changelogs are removed from the topic(And never notified via the bell icon and e-mails... right?). Most likely we'll see actual update w/ changelogs in Monday.

There're some brand-new commands like touch off projectile (bombs and rockets?), set/get missile target pos etc etc. We still don't know how its like yet though, I'm really looking for the new commands.

in case someone can't wait until it gets released again, i had it posted somewhere else...

didn't copy the links they had for the commands though, but i think it were links to the commands in the BI WIKI, so you might still find those there.

Spoiler

08-03-2019

EXE rev. 145402 (game)
EXE rev. 145402 (launcher)

Size: ~233.5 MB

KNOWN ISSUE: Game will crash to desktop when opening the Field Manual from Eden editor.

DATA

Tweaked: BIS_fnc_switchLamp is now using recently 'fixed' switchLight command instead of breaking / fixing the lamp's light bulb
Tweaked: Durability of vehicle wheels - the damage required for a flat tire and a fully destroyed wheel
Tweaked: Added a wheel_x_x_damage selection in visual LODs for visual damage representation
Tweaked: Key Frame Timelines are no longer calculated on each frame when their animation is not running
Fixed: IDAP's AR-2 drone was missing translations for its livery in Virtual Garage
Fixed: It was not possible to access the compass in vehicles (WIP)
Fixed: A typo in the UH-80 Ghosthawk gun initElev elevation parameter (kudos Kju!)
Fixed: Added BIS_fnc_setIdentity safeguard from applying empty values (https://forums.bohemia.net/forums/topic ... slow-down/)
Fixed: Identity not persisting in BIS_fnc_arsenal
Fixed: Camera bug in BIS_fnc_arsenal
Warlords

Added: New scripting commands for working with matrices and vectors interpolation: vectorLinearConversion, matrixTranspose, matrixMultiply

Added: A getter (customWaypointPosition) for the player's custom waypoint (LShift + LMB)
Added: Support for forcing the initial direction of 3D particles
Added: A disableAI / enableAI "NVG" option for the AI to not use worn NVGs
Added: A disableAI / enableAI "LIGHTS" option for disabling AI from controlling lights
Added: Support for a new simple expression in weapon sound configuration (camPos)
Added: Muzzle event handlers for reloading weapons (reload - start, reloaded - finished)
Added: A mission event handler for the change of the time acceleration (HandleAccTime - returning true also suppresses the IGUI message)
Added: Scripted control over (legitimate) missile targets of guided missiles or target positions of manually guided missiles (setMissileTargetPos, missileTargetPos, setMissileTarget, missileTarget)
Added: A script command to trigger a munition (triggerAmmo)
Added: Support for the green TI mode in render-to-target and the setPiPEffect scripting command
Changed: SwitchLight now supports terrain objects, entities, and terrain lamps (automatic when "on")
Changed: Increased the limit of array length for scripting DLL extensions to 2048
Changed: The getSuppression command now returns -1 if an object is invalid, non-local, or there is no suppression enabled
Changed: boundingBox and boundingBoxReal now can be passed a number (0-ClipVisual, 1-ClipShadow, 2-ClipGeometry, 3-ClipGeneral) and return the bounding sphere value
Fixed: A possible crash when reading the headGforceLeaningFactor parameter
Fixed: Magazine proxies texture camo flickering
Fixed: Constant black in / out when a player's UGV was critically damaged
Fixed: Allow Lights in the UAV Terminal did not work
Fixed: Compiled script caching responsible for memory issues (https://feedback.bistudio.com/T135718)
Eden Editor

Tweaked: Eden Editor model selection detection over character weapons has been improved
Fixed: Module areas were not hiding along with the rest of the models in Eden Editor

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Wait, so what exactly is it? Are we finally able to retrieve exact bounding boxes (in particular without the memory lod, which doesn't make any sense) in a reliable way, or is this just another hack/approximation? More precise? In some cases? I don't like the sound of this...🤒

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Wait, so what exactly is it? Are we finally able to retrieve exact bounding boxes (in particular without the memory lod, which doesn't make any sense) in a reliable way, or is this just another hack/approximation? More precise? In some cases? I don't like the sound of this...🤒

The changelog is a bit bad.. It seems to say that the command only returns the radius of the bounding sphere if you pass the flags.
I'm gonna assume that's not what's happening. ClipVisual geturns the bounding box of ONLY the visual lod, meaning memory lod included.

The engine has certain methods and params regarding bboxes, this update gives user access to some of those params that always existed but were not available to the user before. I hope this answers your question.

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My bad, I'm not on dev. branch these days any longer, and don't plan to.

1 hour ago, killzone_kid said:

I hope this answers your question.

Not really. The question basically boils down to whether this:

got fixed or not. And what we see here, are useless bounding boxes (red one is "real") blown up by things defined in the memory lod. "ClipVisual" or "ClipGeometry" sounded like it could, maybe, achieve such a thing. Probably not? Nevermind. We'll see soon enough.

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got fixed or not. And what we see here, are useless bounding boxes (red one is "real") blown up by things defined in the memory lod. "ClipVisual" or "ClipGeometry" sounded like it could, maybe, achieve such a thing. Probably not? Nevermind. We'll see soon enough.

I already answered that. ClipVisual ignores memory lod and only takes the visual lod into account.

So yes. I guess it does exactly what you are asking for.

I asked BI for the same thing half a year ago and even implemented it myself to test it out and told BI how to do it.
This looks to be about my thing just more general (I only had ClipVisual accessible, none of the other types because they didn't seem useful to me)

IMO bounding box of shadow doesn't really make sense as that should be the same as visual. Same for geometry, it should be same as visual generally.